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The game has lost its thrill, it's all about crafting your gear now


davdes

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On 10/22/2024 at 3:14 PM, davdes said:
 

 


-No more thrill hoping to be lucky enough to get a good lv 5-6 weapon or armor piece in the final lootbox of your tier 4-5-6 missions. Nope, this will lead you to find legendary parts in the final lootbox, which will enable you to craft your lv6 weapon or armor piece.

 

-No more thrill hoping to be lucky enough to get a good lv 5-6 weapon or armor piece from the trader's reward list. Nope, this will lead you to get all the same low quality loots from whatever mission difficulty tier you just accomplished.

 

-Now it's all about finding magazine pages for your perks, which you can find in whatever mission difficulty, or buy them. Get them until you can craft your top-end tier lv 6 weapon or armor piece. You can get all these also in low tier missions 1 and 2. No need to do hardcore tier 5 missions to get magazines, even not for getting legendary parts since you can get those also in tier 4 missions. Forget wasting your time in long and very hard tier 5 missions. Just rince and repeat tier 4 missions, which are way faster and easier than 5's.

 

-There's no thrill anymore in hoping to get a fat loot at low or mid level. Ex: ''Yeah I've got a tactical rifle at lv 10!'' Nope, not anymore sorry.''

My advice to bring the equilibrium back between a crafting which is essential but that the game doesn't only rely on to gear you, and looting, is:

 

-Let the crafting system as it is but remove the possibility for players to be able to craft lv 6 weapons and armors. Let it be like in the previous alpha 21, where you could only craft up to lv 5 weapon and armors maximum. And let the luck factor be alive, by forcing the players to raid and try to loot their lv 6 weapons and armors from the final mission lootbox, and also from the trader's reward list at the end of it. It's all about letting probability odd to get or not to get, still exists, by not removing probabilities completely from the loot tables while letting the crafting system be useful but not solely dependent.

 

''Jake: yes we finally made it to the final lootboxes. I'm so excited to see if I'm gonna get a nice fat level 6 upgrade from that tier 5 mission!''

''John: nope forget it, we're going to get a legendary part now, as for everytime. Hope you read enough magazines so far.''

''Jake: ah my excitement just went down, still I hope the trader's going to offer my a fat level 6 upgrade from that tier 5 mission!''

''John: nope forget it, it's gonna be the same freaking poor loots since tier 1 missions.''

''Jake: this is now soooooooo... thrilling-boring as hell!''

 

I don't feel like really playing anymore, neither my friend. Our excitement from chance-looting is gone.

 

I suggest that they could give you the option to be as it is now and also the option to mix it with the previous system, which was to craft up to 5 and possibility to find all tier weapons/armors in top-loots/rewards, at the creation menu of your game before its created. It would be a setting you could adjust right at the beginning, a free choice of how you wish to play your map.
 

 

You definitely need mods.  Complete game changer. There are so many to tweak game play to how you like it and so many overhaul and bundled package mods to give completely different feels of a playthrough.


 

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Edited by LordSoth01 (see edit history)
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There's really a place for both crafting and looting but for whatever reason the devs are not choosing to go routes which would be easily balanced.
Make legendary items actually legendary, and make one that's crafting exclusive and one that's loot exclusive.

The somewhat streamlined and simplified progression of gear has, in my opinion, killed the excitement.

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What's interesting is that in the past the forums filled with post after post and thread after redundant thread for months and months with complaints whenever looting overshadowed crafting and rendered it largely unnecessary. But since A21 when the rebalance finally made crafting viable again this is the first thread I can remember seeing complaining about crafting overshadowing looting.

 

Nobody who likes it one way is going to be happy when the balance shifts the other way but compared to when it was the other way there is close to nobody complaining these days. That's not so say there isn't a need for continued balancing and fine tuning but feedback seems to be a bit more positive with the current balance between crafting and looting than it has been for the last few years with the thrill you mention. 

 

Maybe Nergaoul has moved away...

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9 hours ago, Roland said:

What's interesting is that in the past the forums filled with post after post and thread after redundant thread for months and months with complaints whenever looting overshadowed crafting and rendered it largely unnecessary. But since A21 when the rebalance finally made crafting viable again this is the first thread I can remember seeing complaining about crafting overshadowing looting.

 

Nobody who likes it one way is going to be happy when the balance shifts the other way but compared to when it was the other way there is close to nobody complaining these days. That's not so say there isn't a need for continued balancing and fine tuning but feedback seems to be a bit more positive with the current balance between crafting and looting than it has been for the last few years with the thrill you mention. 

 

Maybe Nergaoul has moved away...

For me, the balance is certainly the best it's been since I started playing.

 

I'm finding I''m usually crafting my primary weapons (i.e. what I'm perked into), and armour, but can find better than I can craft if I hit dangerous biomes relatively early. I'm nearly always looting my secondary weapons until very late game.

 

Crafting is definitely valuable, plus I'm still occasionally getting the nice suprise of looting something good.

 

I tend to aggressively go after magazines, and I also tend to steer clear of the Snow until I have a decent firearm and the Wasteland until pretty late game. That makes my playthroughs biased more to crafting. I could easily change that up, not worrying about magazines so much and being more aggressive with biome exploration, and have a much more loot focussed game.

 

Both being valid choices tells me that the balance point is really pretty good now.

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